jerc Nothing worse than grabbing running out of base getting cut off by a respawn and dying because your shot only boosted him instead of killing

Nope, on the UrS server, the "spawn protection" wasn't effective on the flag carrier. But still, spawn protection isn't a "good" thing, I also vote for a nope. I prefer being killed at my spawn than being boosted 😉

Learning how to get out of a situation where you're being bombed by spawnkill is, in my opinion, just another skill that a good player needs to have. @jerc is right, it may take you a few tries, but defending the flag carrier involves spawn killing sometimes.

Might be an idea to add a "move"-detection - if possible. I mean if someone stands still for several seconds and just spamming combos at spawn points, he is most likely neither carrying a flag nor covering a carrier.
So something like

IF notMoved > x seconds
AND spawnKills > y
THEN e.g. disable weapon of spawn-killer for z seconds 

Edit: Maybe define a small radius rather than checking for notMoved 😛 As some of the experts tend to move back and forth while doing their "job"

    bustacell

    This could be a good idea. Instead of discussing spawn protection vs. no spawn protection.

    What features would you want to see assuming there was spawn protection? We can all team together in making a new spawn protection system (discussion of the features/requirements being the first step) and even trial it on London 2 to see if it lives up to expectations. Then refine it some more until everyone is hopefully satisfied.

    I've always felt that if you are spawn killing to cover the flag carrier then you should remain in some vicinity of the flag carrier (radius) for it to be considered covering but I suppose that could be an issue for open maps like fragwhore.

    I also like the disabling spawn killers weapon idea for so many seconds instead of killing them.

    I still understand the position of some saying that spawn protection can be annoying though as that is exactly how it seemed when we tried it before.

    There is also a mutator called random spawn locations which does exactly what it suggests -- spawns you in various spots so people can't memorize the spawn locations. It had some issues that needed to be worked on though so I never actually tried it on a public server. Some adjustments could be made a little at a time if anyone would be interested in seeing how this works. I've mentioned this to others before though that didn't like the idea because spawn killing is just a part of the game and memorizing spawn locations is part of the skill.

    Well, spawn-killers are using 99,9% of time combo to frag (cause you know, having a decent aim is... well... hard for some players ;D). So, why not reducing the combo damage. Like dealing 90 or 95 damage. So, you won't die from them, and you'll have a chance to frag them back

      reg
      95 damage for a combo explosion is less than the damage that the shock rifle does with a combo explosion in normal weapons. I have a feeling people would be very upset at this change. I once changed the shock ball damage to 45, which is the stock damage of the balls in normal weapons, and players weren't happy about this one either.

      Oh, I was hoping he/she meant to (temporarily) reduce the damage when spawn-killing is detected 👀

      Edit: Ok, this would be useless anyway when there are 2 players spamming the same spawn point (unless you reduce it to < 50) 😬

        bustacell Oh, I was hoping he/she meant to (temporarily) reduce the damage when spawn-killing is detected 👀

        Oh, maybe that is it. If so my mistake.

        • reg replied to this.

          I don't know. Let's see ,)
          I mean.. It's ComboGib. So from my point of view they should remain mortal - most of the times 😛
          (And yeah.. I would also say this if I had a decent aim - I guess)

          i disagree, some maps need spawn protection because they are badly designed xP

          snowguy yey that what I meant (my bad, should have explained it more).

          Dunno if that's possible. Like when you spawn, combo deals <100 damage for like a seconde or so.

            reg
            This should be possible and probably is a better option than disabling their weapon which might make them think something is broken. Suppose there still should be some sort of message informing them that their damage has been reduced due to excessive spawn camping or something like that.

            Anyway, I like this idea. Who else thinks this sounds good for a spawn protection system and how many spawn kills should be allowed before lowering the damage of their weapon (this could be made to be configurable but it's still worth talking about). Maybe even all firing mode damages should be reduced in this case too so they can't just switch to primary fire or secondary ball spawn kills.

            Edit: and for how long in seconds should the weapon be at reduced damage?

            jerc Jump out of spawn turn and pop a bitch is all the protection I need,

            🔫 🤣

            Hmm... Considering the fact that UT is a fast-fps.
            You have to be really quick sometimes to frag the flag-carrier (or even holding a line).
            So, if you get spawn killed like 3 times or more. It's already over.

            So yeah, I would say 2 or 3 spawn kills.

            About the damage reducing, it just has to be under 100%. Spawn killers are not meant to be good. If they fail their static "pro" combo, it's over for them.

            So, I would say :

            • After 2 or 3 spawn kills : damage under 100 (primary and secondary attack) for like 2 seconds.

            As you said, we need more opinions from other players !

            if that mechanic is there, great.

            2/3 spawnkills is a bit low thou, i would say 5 or 6 spawnkills - i guess we dont want to punish the person who spawnkills because he/she is carrying the flag but only the people who sit there shooting at the spawn.

            Imo, just remove their ability to perform damage for 100% for 5s and thats it,

              zcbz Yes but no. The flag-carrier should not be punish by the spawn protection.
              The flag-carrier can frag whoever they want, no damage reduction for them. Just for players

              Talking as a defender, 5 or 6 spawnkills is... a lot. Your flag is already in the opposite base after 6 spawn kill :/
              Count 1 spawn-kill as 1 second. Now, count 6 seconds. You can already say bye bye to your flag

                reg That would be nice that the FC is more protected then the normal players , if thats possible. i dont know the spawnprotection so i cant talk about it.

                • reg replied to this.

                  ESUOH It was that way on the UrS server (everything was off for the FC (free to spawn-kill)). No idea how does it work, but I know it's a thing ahah

                  bustacell Edit: Maybe define a small radius rather than checking for notMoved ?? As some of the experts tend to move back and forth while doing their "job"

                  Sorry but that's nonsense. Whether someone spawnkills and stands still or does it more or less "cleverly" shouldn't matter.

                  In my experience, modifications (mutators) that restrict the player's ability to act from a certain point in time are generally harmful and spoil the fun of the game. (I'm thinking of a Face server with a camping mutator activated, and after a few seconds I got a warning that I'm not moving and will soon be kicked. In addition, the damage from the sniper was ever reduced. At first I thought about not connecting my shots until I found out the Sniper was "disarmed").

                  Now to think about reducing the damage of the weapon at some point (in time)... well no, I think that's a terrible thought.

                  I think one should not ignore the circumstances of which players are on the server and what their preferred way of playing is (and I explicitly include myself in that). I'll take LOU_Sasolle as an example, he just likes to sit near his own flag and defend it. But he also plays with an average ping of 200, and it's probably difficult for him to play as a "normal" attacker. I've also played with 200 ping, and ZeroPing or not, you simply have disadvantages against ping 50 players.

                  But to be clear, Sasolle doesn't do anything illegal or offensive, he just plays his style.

                  I think it's much worse that there are very good players (I won't name players on purpose) who don't do anything, i.e. camp somewhere in midfield or in the opposing base and kill them (pure deathmatch). And - to my great regret - you Snowguy are intentionally playing blind and deaf here. My idea of how an administrator takes care of his server is different. For me you are not an admin, but rather "just" the person who set up the server. Otherwise the server runs along and is no longer administered.

                  Back to the topic at hand, what about players who want to kill spawns until a teammate catches the flag and then cover them. If they still have reduced damage and don't support the FC effectively, that will increase the frustration (take this just as an example).

                    Titan Whether someone spawnkills and stands still or does it more or less "cleverly" shouldn't matter.

                    True. Idea was not to differenciate there but rather catch both, still-standing and moving, as non-moving players are still within that potential "raduis", hence would be detected like moving players were.

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